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(08-27-2024, 08:17 AM)Tenshi Kuonji Wrote:
(08-24-2024, 01:27 PM)Fab Wrote:
(08-24-2024, 07:29 AM)Czechmate Wrote: Good thing for whom is the question - on average, caps are played way less last 2 patches especially by casual players (look at indie cap prefix log times)?
I think this has to do with the mod as a whole and not exclusively the capital ship changes. to be honest, 4.95 combat was fun but very simple. now you've to much more carefully consider your options, and not just WASD strafe/steer and keep firing at your reticle.
I'm still not a fan of some of the changes just as the limited viability of loadouts (cruiser missiles disappeared from cruisers) but that can change with more weapons in the future
Understandable, crusiers were nice as how they were before, why bringing to me such "nerfing" on capital ships, as told before, mainly i prefer playing capital ships just because where i live i need to play against european people with really low lag and me having impressive 140ms~ on average of lag ...
Understand, but if you gonna "nerf such things" be considerable, cause you are not nerfing in good way, devs decided to keep it high energy usage on guns, destroy other guns (like solarises till make it unusable increasing power needings) ... but nicely not fixing some arcs some ships have it, don't talk about BC "Rework" with 10 turrets where i can barely mount 2 turrets per side to attack someone, and of course, no more 360 heavier guns ...
Still, there was fun before, and today it is just collecting dust all my whole fleet of ships
Recently came by lot of capital ships got a weapon reduction amount, and some ships are actually needing it due size or something ...
Mako passed from 16~ to 11 at most (and choses the worst placement for such turrets)
Valor leaved with only 2 turrets in secondaries to shoot below you (Man before this patch i had 6 turrets available, they leaved just 2), my 6 Primaries become on my heavy slots and my heavier were swapped ...
Well, a total mess, let's not talk about all the damn rest of my whole capitals i already have ... even NPC's have better position in guns than us as players ...
(Ah and Mako cannot sustain 1 Primary keep shooting because it get's without power, 1 DAMN PRIMARY TURRET
Cruisers were braindead overpowered before, which is why their skill floor was raised. For the record, 140ms is also not an excessive ping for this game—certainly not enough to require you to play brainded OP classes to be competitive. I play with a consistent 180~200ms and I still manage to get some blues somehow, despite being at the lower end of mid-skill in pvp.
The simple solution to "I can't sustain a single prim firing continuously" is to just toggle off your shield regen. Capitals are still easier to get decent at than snubs are, so I really don't see the problem here.
As well, please keep in mind that 1 prim in current patch is not equivalent to 1 prim in whatever patch you thought was best. Caps had their turret counts reduced across the board, but they received damage buffs to compensate. The idea was that this would keep their overall effectiveness about the same but improve performance.
I'm personally not the biggest fan of this approach just because it removes a bit of micromanagement flexibility from the player (ie toggling half your prims based on energy reqs) and because it detracts from the aefthetiq of having a big cool shipy with a lot of gunes, but I understand that we do in fact have a few players in this community who are still playing on shitboxes from 2008, and it's more important to me that they be able to participate than my capships superficially appearing to be more imposing.
Perhaps this change could have been coupled with a slight refire increase for prims and secondaries, or something like that, but then again I am not and have never been a balance dev (on scout's honor).